Here's a whole game system I'd like to see implemented in dev10/the future, it benefits monsters and allows for a whole new category of weapon/armour/hull design creativity.
The corrosion system adds a new spreading damage type and resistance to all walls/modules, this is the basis of the mechanics/variables for the system.
Corrosion is a severe threat to some vehicles and crew alike, but it is generally slow to inflict and hard to stop once it gets going.
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Terms:
Acidity: The level of corrosion present in a module/wall, the higher it is the more damage per second is dealt. Acidity inside of a module also damages crew over time.
Spill threshold: If acidity is higher than the spill threshold of a wall/module it starts adding the overflow to adjacent modules/walls.
Initial acid resistance(IAR): How much acidity is blocked up front from an enemy attack.
Residual acid resistance (RAR): The rate at which acidity is removed from a module/wall, negative numbers means the acid grows larger in a module (like wood). This is also dependent on the current acidity, a higher acidity % relative to the spill threshold lowers the RAR of the module.
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Notes:
The residual and initial acid resistances of modules is dependent on the walls in front of them.
Ramming with corroding modules will spread acidity with the collision damage.
Acidity is visually shown on modules, low acidity shows modules turning greenish and almost melting. A very high acidity shows the modules bubbling into a thick green smoke. Go crazy with particle effects.
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Example: A black widow fires an acidic attack on a wooden airship, the low IAR and negative RAR of the wood walls causes a lot of acid to build up in the damaged wall segment. The acidity of the wall reaches it's spill threshold and starts spreading acid to the adjacent wall pieces, which also start gaining acid and decaying/spreading.
Over the course of a few minutes this wooden ship will be completely eaten away by the acid if the battle does not end soon.
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Example 2: The black widow then fires at a steel airship, the high IAR blocks most of the acid, and the positive RAR causes it to diminish into nothing.
The ship is completely safe from the acid attack, only a single wall piece was damaged due to the metal walls.
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Example 3: A second and third black widow then fire with the first and hit the same wall piece all at once, the very high acidity from the combined attack lowers the RAR of the metal wall into the negative and it starts producing more acid and starts to decay quicker. This will eventually spread to adjacent pieces until the wall is eaten away, if the adjacent walls also get too high they will also start producing acid.
The ship this time suffers some damage, as the combined acid attack caused the first wall piece to go too close to it's spill threshold; This lowered the RAR into the negative and so it started to decay into nothing while spreading the acid to adjacent walls. The module behind the wall was also affected.
Not at all, I bet fire is very similar programming wise except it has no threshold or initial defense and it doesn't go away on it's own unless it burns out a module. The infrastructure is mostly already there for acid.
It probably seems that way because I defined variables instead of explaining it like I normally explain things on this forum. That's probably because I kinda took the premise of the hull melting damage system from my game and modified it to work as acidity when I described it so I know for a fact it's not way out there.
Giant spiders would really benefit from this, acid guns could be designed as well as armour. Seeing a giant airship melting into green smoke/slime would just be awesome. I can go on.
I'm more into the idea that ships over time in the campaign map will corrode, leading to ships with cracked hulls, rotting wood, rust, and even things like plants growing out of the hull.
Air Lord, Engineering Corps
Here's a whole game system I'd like to see implemented in dev10/the future, it benefits monsters and allows for a whole new category of weapon/armour/hull design creativity.
The corrosion system adds a new spreading damage type and resistance to all walls/modules, this is the basis of the mechanics/variables for the system.
Corrosion is a severe threat to some vehicles and crew alike, but it is generally slow to inflict and hard to stop once it gets going.
--
Terms:
Acidity: The level of corrosion present in a module/wall, the higher it is the more damage per second is dealt. Acidity inside of a module also damages crew over time.
Spill threshold: If acidity is higher than the spill threshold of a wall/module it starts adding the overflow to adjacent modules/walls.
Initial acid resistance(IAR): How much acidity is blocked up front from an enemy attack.
Residual acid resistance (RAR): The rate at which acidity is removed from a module/wall, negative numbers means the acid grows larger in a module (like wood). This is also dependent on the current acidity, a higher acidity % relative to the spill threshold lowers the RAR of the module.
-- Notes:
The residual and initial acid resistances of modules is dependent on the walls in front of them.
Ramming with corroding modules will spread acidity with the collision damage.
Acidity is visually shown on modules, low acidity shows modules turning greenish and almost melting. A very high acidity shows the modules bubbling into a thick green smoke. Go crazy with particle effects.
--
Example: A black widow fires an acidic attack on a wooden airship, the low IAR and negative RAR of the wood walls causes a lot of acid to build up in the damaged wall segment. The acidity of the wall reaches it's spill threshold and starts spreading acid to the adjacent wall pieces, which also start gaining acid and decaying/spreading.
Over the course of a few minutes this wooden ship will be completely eaten away by the acid if the battle does not end soon.
--
Example 2: The black widow then fires at a steel airship, the high IAR blocks most of the acid, and the positive RAR causes it to diminish into nothing.
The ship is completely safe from the acid attack, only a single wall piece was damaged due to the metal walls.
--
Example 3: A second and third black widow then fire with the first and hit the same wall piece all at once, the very high acidity from the combined attack lowers the RAR of the metal wall into the negative and it starts producing more acid and starts to decay quicker. This will eventually spread to adjacent pieces until the wall is eaten away, if the adjacent walls also get too high they will also start producing acid.
The ship this time suffers some damage, as the combined acid attack caused the first wall piece to go too close to it's spill threshold; This lowered the RAR into the negative and so it started to decay into nothing while spreading the acid to adjacent walls. The module behind the wall was also affected.
Air Admiral
Seems a bit... Overcomplicated....
Air Lord, Engineering Corps
Not at all, I bet fire is very similar programming wise except it has no threshold or initial defense and it doesn't go away on it's own unless it burns out a module. The infrastructure is mostly already there for acid.
It probably seems that way because I defined variables instead of explaining it like I normally explain things on this forum. That's probably because I kinda took the premise of the hull melting damage system from my game and modified it to work as acidity when I described it so I know for a fact it's not way out there.
Giant spiders would really benefit from this, acid guns could be designed as well as armour. Seeing a giant airship melting into green smoke/slime would just be awesome. I can go on.
Air Admiral
Fair enough...
Air Admiral
I'm more into the idea that ships over time in the campaign map will corrode, leading to ships with cracked hulls, rotting wood, rust, and even things like plants growing out of the hull.